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10-Feet + Beyond: Designing Connected Entertainment

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We live in a connected world with SmartTVs, Gaming consoles, VR and various IoT systems. Getting this connected ecosystem is key to engaged users.

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10-Feet + Beyond: Designing Connected Entertainment

  1. 1. 10-FEET + BEYOND designing connected entertainment
  2. 2. Hi. I’m Mark @thewolfe @wolfedesign
  3. 3. THE CONNECTED ECOSYSTEM HISTORY OF CONNECTED MEDIA DESIGNING THE 10-FOOT EXPERIENCE EMERGING TECHNOLOGY @thewolfe
  4. 4. HISTORY OF CONNECTED MEDIA DESIGNING THE 10-FOOT EXPERIENCE EMERGING TECHNOLOGY THE CONNECTED ECOSYSTEM @thewolfe
  5. 5. 6.4 billion connected things in use in 2016 http://www.gartner.com/newsroom/id/3165317 30% @thewolfe
  6. 6. Home Automation Connected Vehicles Energy Management Ambient Assisted LivingConnected Health Connected Entertainment @thewolfe
  7. 7. The connected ecosystem allows users control of content across digital and physical locations, and across multiple devices. @thewolfe
  8. 8. Over 40% of all U.S. online users start an activity on one device, and finish on another. https://www.clickz.com/switching-between-devices-normal-for-40-of-u-s-web-users-facebook-study/32730/ @thewolfe
  9. 9. @thewolfe
  10. 10. @thewolfe
  11. 11. @thewolfe
  12. 12. @thewolfe
  13. 13. @thewolfe
  14. 14. @thewolfe
  15. 15. @thewolfe
  16. 16. “The best interface is the one within reach” - - Cameron Moll @thewolfe
  17. 17. @thewolfe
  18. 18. @thewolfe
  19. 19. @thewolfe
  20. 20. THREE EXPERIENCES OF THE CONNECTED ECOSYSTEM CONSISTENT EXTENDING COMPLEMENTARY @thewolfe
  21. 21. CONSISTENT SAME/SIMILAR CONTENT ON ALL DEVICES WITH MODIFICATIONS FOR SCREEN SIZE + CONTEXT @thewolfe
  22. 22. @thewolfe == =
  23. 23. EXTENDING CONTENT STARTS ON ONE DEVICE AND CONTINUES ON ANOTHER @thewolfe
  24. 24. @thewolfe
  25. 25. @thewolfe COMPLEMENTARY DEVICES ASSIST EACH OTHER IN FUNCTIONALITY FOR COLLABORATION AND CONTROL
  26. 26. @thewolfe
  27. 27. @thewolfe
  28. 28. HISTORY OF CONNECTED MEDIA DESIGNING THE 10-FOOT EXPERIENCE EMERGING TECHNOLOGY THE CONNECTED ECOSYSTEM @thewolfe
  29. 29. 3 out of 5 households have a broadband enabled television @thewolfe
  30. 30. 21 Year old, Philo Farnsworth invents the electric television In powerless, his family cabin in Utah. 19271850–1925 Inventors work create mechanical moving images. John Baird + Spooky Bill 1948 Cable television rolls out simultaneously through a number of rural states.
  31. 31. 1953 All-electronic Color television is introduced in the U.S. This forced the creation of NTSC standards. 1962 Telstar, the first Satellite Broadcast throughout the world. 1976 First VCR released for home use (Betamax).
  32. 32. 1981 HDTV developed, in Japan 1994 First network show broadcast over the internet - ABC World News Now. 1998-1999 • DVD Commercially Available. • Netflix is launched • HDTV widely sold in US • TiVo + ReplayTV launch first DVR
  33. 33. 2001 Sony’s Playstation 2, and Microsoft reveals Xbox. The first Gaming console to play DVDs, starting the war for home theater hub. 2007–2008 • Apple unveils its Apple TV • Netflix introduced streaming • Hulu launches 2013–2014 First noticeable drop in Cable subscribers, with 8% cutting the cord, and 45% reduction in service.
  34. 34. OTT video subscriptions are set to increase from $9b in 2014 to $19b in 2019. @thewolfe
  35. 35. HISTORY OF CONNECTED MEDIA DESIGNING THE 10-FOOT EXPERIENCE EMERGING TECHNOLOGY THE CONNECTED ECOSYSTEM @thewolfe
  36. 36. 220 million streaming devices sold in 2015 @thewolfe
  37. 37. 10ft (3meters) User Interface @thewolfe
  38. 38. SMART TV BLU-RAY STREAMING DEVICES GAMING CONSOLES @thewolfe
  39. 39. 8% 20% 20% 22% 30% Roku Amazon Fire TV Google Chromecast Apple TV Others http://www.parksassociates.com/blog/article/pr-05172016 2015 STREAMING DEVICE PURCHASING @thewolfe
  40. 40. CUMULATIVE DEVICE PURCHASING http://www.telecompaper.com/news/media-streaming-device-sales-up-32-to-42-mln-in-2015--1132434 Fire TV Roku Chromecast Apple 0 10 20 30 40 @thewolfe
  41. 41. http://www.statista.com/statistics/276768/global-unit-sales-of-video-game-consoles/ 0 12.5 25 37.5 50 2008 2009 2010 2011 2012 2013 2014 2015 Sony Playstation 3 Xbox 360 Nintendo Wii Xbox One Sony Playstation 4 GAME CONSOLE SALES @thewolfe
  42. 42. KEEP IT SIMPLE. MAKE IT LIGHTWEIGHT. KEEP EXPECTATIONS CLEAR. MAKE EXPERIENCES IMMERSIVE. @thewolfe
  43. 43. KEEP IT SIMPLE. MAKE IT LIGHTWEIGHT. KEEP EXPECTATIONS CLEAR. MAKE EXPERIENCES IMMERSIVE. @thewolfe
  44. 44. KEEP IT SIMPLE. MAKE IT LIGHTWEIGHT. KEEP EXPECTATIONS CLEAR. MAKE EXPERIENCES IMMERSIVE. @thewolfe
  45. 45. @thewolfe
  46. 46. KEEP IT SIMPLE. MAKE IT LIGHTWEIGHT. KEEP EXPECTATIONS CLEAR. MAKE EXPERIENCES IMMERSIVE. @thewolfe
  47. 47. INFORMATION DENSITY Android TV Design Guidelines @thewolfe
  48. 48. 1010% 10 10% 1920x1080 @thewolfe
  49. 49. @thewolfe
  50. 50. @thewolfe
  51. 51. @thewolfe
  52. 52. DON’T MAKE ME #&*!! READ @thewolfe
  53. 53. Break text into small, digestible chunks. Avoid Lightweight fonts. Use layout-relative and density-independent sizing. @thewolfe
  54. 54. 24px 32px 44px 62px 94px @thewolfe
  55. 55. GETTING AROUND @thewolfe
  56. 56. @thewolfe 1956 Zenith Space Command
  57. 57. @thewolfe
  58. 58. @thewolfe
  59. 59. @thewolfe
  60. 60. @thewolfe
  61. 61. @thewolfe
  62. 62. COLORS #F1F1F1#FFFFFF @thewolfe
  63. 63. Standard UI Patterns Default Settings Keyboards Navigation patterns Native devices have their own components @thewolfe
  64. 64. Don’t Fear the Natives @thewolfe
  65. 65. HISTORY OF CONNECTED MEDIA DESIGNING THE 10-FOOT EXPERIENCE EMERGING TECHNOLOGY THE CONNECTED ECOSYSTEM @thewolfe
  66. 66. BEYOND THE SCREEN @thewolfe Reid Hastings: Gaming, VR and Drugs
  67. 67. VIRTUAL REALITY VR is a fully immersive, real world replacement, simulated reality, allowing users to interact in this world. @thewolfe
  68. 68. @thewolfe
  69. 69. ENHANCED REALITY Sometimes called Augmented, Hybrid or Mixed Realities, this superimpose a computer-generated image on a user's view of the real world, thus providing a composite view. @thewolfe
  70. 70. @thewolfe
  71. 71. @thewolfe VIRTUAL REALITY ISOLATED IMMERSIVE CREATES FALSE REALITY ENHANCED REALITY PUBLIC INTEGRATED OVERLAYS IN REALITY
  72. 72. @thewolfe navigation
  73. 73. @thewolfe
  74. 74. WE’RE STILL DESIGNING FOR 10-FEET @thewolfe
  75. 75. 10ft (3meters) … BUT ON A SPHERE @thewolfe
  76. 76. “CONE OF FOCUS” KEEP MEANINGFUL CONTENT CENTERED @thewolfe
  77. 77. @thewolfe OCULUS 360 PHOTOS EXPERIENCE
  78. 78. 35° RULE @thewolfe
  79. 79. 200° - 220° 110° 35° 35°
  80. 80. @thewolfe SIMILAR NAVIGATION WITH Z-AXIS
  81. 81. THE FUTURE IS GOING TO BE CONNECTED AND IMMERSIVE. @thewolfe
  82. 82. @thewolfe
  83. 83. LET’S GET THE #%^&! CONNECTED. Thank You. @thewolfe @wolfedesign

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